Nice work dude Only problem i had with it was actually getting the music to play :/ for some reason it would get to the timer screen and nothing would play. imo you should try to make a version of the sleep timer where we can just set the timer cuz i would much rather set my music THEN enter the program. because right now it doesn't look like you can choose a band and put it on shuffle and thats what i wanted. think you could make a simpler version like that without the music chooser thing until you can get all the bugs worked out? imo the music chooser feature isn't that necessary if you think about it, because i doubt you'll get up and want to change the music again if your trying to fall asleep.
First post link has been update to include the following:
-Press the center button when on the time left screen to hide the timer, press it again to show it
-If you have music playing you will not be taken to the song selection screen
-Any choice in the music selection you pick will be randomized
Remember this app will save your battery if you want to fall asleep with a big list of music playing. If you just want 1 album... the regular zune will save battery because the screen is off... then it shuts down when the album is finished playing. But for people like me who like to listen to shuffled play lists... this will save a lot.
1) Make a game
2) program the game to loop a song
3) program the game to allow volumn adjustments automatically
4) Program a clock in the game
When the alarm clock is is activated, the game should turn the volumn to full blast. When the alarm clock is deactivated, the game turn the volumn to minimum.
Basically, Here's my code that I changed. It... works....
Code:
if (gameMode == GameMode.Black)
{
if (MediaPlayer.State == MediaState.Playing)
ts -= gameTime.ElapsedGameTime;
if (ts >= new TimeSpan(0, 0, 0))
{
MediaPlayer.Volume -= .99f;
}
else
{
MediaPlayer.Volume += .99f;
}
No, gameMode = GameMode.Song;(i created this variable)
Shows the music selection screen.
MediaPlayer.Play((your songCollection variable, in my app its songs)) starts the music, and MediaPlayer.Stop() stops the music, MediaPlayer.Pause() pauses the music and MediaPlayer.Resume() resumes the current music
Correct, then you may either replace the declaration of my font variable
font = Content.Load<SpriteFont>((your spritefonts name without the .SpriteFont))
or create a new SpriteFont variable if you want to keep my font
Quote:
How do you display the current playing song?
Please explore the MediaPlayer class, as this is easy to figure out and i want you to learn on your own